Note: for the sake of tidiness, all screenshots, except Clay's gifs, have been put in spoilers, so just click on Show to see a gajillion screenshots of our progress

Back in October last year, GZDoom v3.2.0 introduced 'per pixel lighting' for models, meaning different parts of a model could be lit separately, compared to all-at-once like with sprites. This meant that, for the first time, models could be used as stand-ins for proper level geometry (albeit without collision detection), opening up a possibility of vastly more interesting shapes and constructs than Sectors and Linedefs would allow, at less computational cost as well.

Unfortunately for the Elementalism team, we lacked any kind of real modeling skill, so we've been limited to simple shapes or pre-fabs. That is, until now.

We are exceptionally pleased to announce that model-maestro Clay has joined the team. He's an absolute beast at Blender, and not only has already hugely improved many of the models we were already using, but has begun churning out some amazing dedicated props for us to use. It's still early days, but we're hugely excited to begin fully utilizing models (including the recent .obj support) in our maps.

Some of his contributions so far:

We can't wait to show you more of what Clay comes up with!

Also, back in September (forgot to do a post update here on ZDoom), Bridgeburner56 has officially joined the Elementalism team! His work on the upcoming Age of Hell megawad blew us away, and his unique mapping style is a perfect fit for the project. We're thrilled to have him on-board, and he's fit right into the team. Like a proper champ, he's even taken on one of the most challenging mapslots we have: the last main level of the intimidating Dark episode, D4.

Spoiler: D4 by Bridgeburner56 (currently unnamed)

Elsewhere, we now have the first finished map of the Air episode: A1, Antediluvian's Wall, by Bauul. This episode takes place across floating islands suspended over an infinite sky. But don't worry, falling off is merely a teleport back to solid ground!

Spoiler: A1 by Bauul (Antediluvian's Wall)

Dreadopp has nearly finished D1 too, and it features some wonderfully creepy encounters. Definitely a map to keep you on your toes!

Spoiler: D1 by Dreadopp (currently unnamed)

Additionally, Bauul has also started work on D3. Creepy tech-bases incoming!

Spoiler: D3 by Bauul (currently unnamed)

Meanwhile, Dreadopp and Phade102 have both begun working on the Egyptian themed Water episode, where ancient water-logged temples give way to strange discoveries and other-worldly secrets.

Spoiler: Unnamed water themed maps by Dreadopp and Phade102

As for me, I've been busy with my job as a web designer, so I haven't had much time to work on my mammoth fire map, which is so big that it's been promoted to pre-boss map (that is, F4), but here's a screenshot anyway:

Quick question: do you think you can make the maps load as seperate episodes? cause i use wadsmoosh to put all the episodes together and then usually ill load in maps of chaos along with extermination day. do you think you can make the 6 planned episodes load seperately and not overwrite the existing maps so that if i want to i can play throught the six episodes and the regular maps without having to reload gzdoom without this megawad?that would make stuff a lot easier for the players. of course if you cant do this that is perfectly fine. i know from experience that it is kinda hard to do that anyways.

I have to say, that water themed map by Dreadopp and Phade102 looks sweet. Maybe it's the brown and green color combo with the really nice skybox. Love the look of the industrial -- almost Quake like look of the first set of pictures with the gears and chains. Keep it up. I'm lovin' it!